src/OpenFOAM: Moved function documentation comments into .H files and removed duplicates

This commit is contained in:
Henry Weller
2016-03-01 12:29:01 +00:00
parent d020141e48
commit 5f729820a1
28 changed files with 473 additions and 663 deletions

View File

@ -2,7 +2,7 @@
========= |
\\ / F ield | OpenFOAM: The Open Source CFD Toolbox
\\ / O peration |
\\ / A nd | Copyright (C) 2013-2015 OpenFOAM Foundation
\\ / A nd | Copyright (C) 2013-2016 OpenFOAM Foundation
\\/ M anipulation |
-------------------------------------------------------------------------------
License
@ -749,212 +749,211 @@ void Foam::CV2D::newPoints()
boundaryConform();
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Old Method
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Old Method
/*
for
(
Triangulation::Finite_vertices_iterator vit = finite_vertices_begin();
vit != finite_vertices_end();
++vit
)
{
if (vit->internalPoint())
{
// Current dual-cell defining vertex ("centre")
point2DFromPoint defVert0 = toPoint2D(vit->point());
// for
// (
// Triangulation::Finite_vertices_iterator vit = finite_vertices_begin();
// vit != finite_vertices_end();
// ++vit
// )
// {
// if (vit->internalPoint())
// {
// // Current dual-cell defining vertex ("centre")
// point2DFromPoint defVert0 = toPoint2D(vit->point());
Triangulation::Edge_circulator ec = incident_edges(vit);
Triangulation::Edge_circulator ecStart = ec;
// Triangulation::Edge_circulator ec = incident_edges(vit);
// Triangulation::Edge_circulator ecStart = ec;
// Circulate around the edges to find the first which is not
// infinite
do
{
if (!is_infinite(ec)) break;
} while (++ec != ecStart);
// // Circulate around the edges to find the first which is not
// // infinite
// do
// {
// if (!is_infinite(ec)) break;
// } while (++ec != ecStart);
// Store the start-end of the first non-infinte edge
point2D de0 = toPoint2D(circumcenter(ec->first));
// // Store the start-end of the first non-infinte edge
// point2D de0 = toPoint2D(circumcenter(ec->first));
// Keep track of the maximum edge length^2
scalar maxEdgeLen2 = 0.0;
// // Keep track of the maximum edge length^2
// scalar maxEdgeLen2 = 0.0;
// Keep track of the index of the longest edge
label edgecd0i = -1;
// // Keep track of the index of the longest edge
// label edgecd0i = -1;
// Edge counter
label edgei = 0;
// // Edge counter
// label edgei = 0;
do
{
if (!is_infinite(ec))
{
// Get the end of the current edge
point2D de1 = toPoint2D
(
circumcenter(ec->first->neighbor(ec->second))
);
// do
// {
// if (!is_infinite(ec))
// {
// // Get the end of the current edge
// point2D de1 = toPoint2D
// (
// circumcenter(ec->first->neighbor(ec->second))
// );
// Store the current edge vector
edges[edgei] = de1 - de0;
// // Store the current edge vector
// edges[edgei] = de1 - de0;
// Store the edge mid-point in the vertices array
vertices[edgei] = 0.5*(de1 + de0);
// // Store the edge mid-point in the vertices array
// vertices[edgei] = 0.5*(de1 + de0);
// Move the current edge end into the edge start for the
// next iteration
de0 = de1;
// // Move the current edge end into the edge start for the
// // next iteration
// de0 = de1;
// Keep track of the longest edge
// // Keep track of the longest edge
scalar edgeLen2 = magSqr(edges[edgei]);
// scalar edgeLen2 = magSqr(edges[edgei]);
if (edgeLen2 > maxEdgeLen2)
{
maxEdgeLen2 = edgeLen2;
edgecd0i = edgei;
}
// if (edgeLen2 > maxEdgeLen2)
// {
// maxEdgeLen2 = edgeLen2;
// edgecd0i = edgei;
// }
edgei++;
}
} while (++ec != ecStart);
// edgei++;
// }
// } while (++ec != ecStart);
// Initialise cd0 such that the mesh will align
// in in the x-y directions
vector2D cd0(1, 0);
// // Initialise cd0 such that the mesh will align
// // in in the x-y directions
// vector2D cd0(1, 0);
if (meshControls().relaxOrientation())
{
// Get the longest edge from the array and use as the primary
// direction of the coordinate system of the "square" cell
cd0 = edges[edgecd0i];
}
// if (meshControls().relaxOrientation())
// {
// // Get the longest edge from the array and use as the primary
// // direction of the coordinate system of the "square" cell
// cd0 = edges[edgecd0i];
// }
if (meshControls().nearWallAlignedDist() > 0)
{
pointIndexHit pHit = qSurf_.tree().findNearest
(
toPoint3D(defVert0),
meshControls().nearWallAlignedDist2()
);
// if (meshControls().nearWallAlignedDist() > 0)
// {
// pointIndexHit pHit = qSurf_.tree().findNearest
// (
// toPoint3D(defVert0),
// meshControls().nearWallAlignedDist2()
// );
if (pHit.hit())
{
cd0 = toPoint2D(faceNormals[pHit.index()]);
}
}
// if (pHit.hit())
// {
// cd0 = toPoint2D(faceNormals[pHit.index()]);
// }
// }
// Rotate by 45deg needed to create an averaging procedure which
// encourages the cells to be square
cd0 = vector2D(cd0.x() + cd0.y(), cd0.y() - cd0.x());
// // Rotate by 45deg needed to create an averaging procedure which
// // encourages the cells to be square
// cd0 = vector2D(cd0.x() + cd0.y(), cd0.y() - cd0.x());
// Normalise the primary coordinate direction
cd0 /= mag(cd0);
// // Normalise the primary coordinate direction
// cd0 /= mag(cd0);
// // Calculate the orthogonal coordinate direction
// vector2D cd1(-cd0.y(), cd0.x());
// Calculate the orthogonal coordinate direction
vector2D cd1(-cd0.y(), cd0.x());
// // Restart the circulator
// ec = ecStart;
// Restart the circulator
ec = ecStart;
// // ... and the counter
// edgei = 0;
// ... and the counter
edgei = 0;
// // Initialise the displacement for the centre and sum-weights
// vector2D disp = vector2D::zero;
// scalar sumw = 0;
// Initialise the displacement for the centre and sum-weights
vector2D disp = vector2D::zero;
scalar sumw = 0;
// do
// {
// if (!is_infinite(ec))
// {
// // Pick up the current edge
// const vector2D& ei = edges[edgei];
do
{
if (!is_infinite(ec))
{
// Pick up the current edge
const vector2D& ei = edges[edgei];
// // Calculate the centre to edge-centre vector
// vector2D deltai = vertices[edgei] - defVert0;
// Calculate the centre to edge-centre vector
vector2D deltai = vertices[edgei] - defVert0;
// // Set the weight for this edge contribution
// scalar w = 1;
// Set the weight for this edge contribution
scalar w = 1;
// if (meshControls().squares())
// {
// w = magSqr(deltai.x()*ei.y() - deltai.y()*ei.x());
// // alternative weights
// //w = mag(deltai.x()*ei.y() - deltai.y()*ei.x());
// //w = magSqr(ei)*mag(deltai);
if (meshControls().squares())
{
w = magSqr(deltai.x()*ei.y() - deltai.y()*ei.x());
// alternative weights
//w = mag(deltai.x()*ei.y() - deltai.y()*ei.x());
//w = magSqr(ei)*mag(deltai);
// // Use the following for an ~square mesh
// // Find the coordinate contributions for this edge delta
// scalar cd0deltai = cd0 & deltai;
// scalar cd1deltai = cd1 & deltai;
// Use the following for an ~square mesh
// Find the coordinate contributions for this edge delta
scalar cd0deltai = cd0 & deltai;
scalar cd1deltai = cd1 & deltai;
// // Create a "square" displacement
// if (mag(cd0deltai) > mag(cd1deltai))
// {
// disp += (w*cd0deltai)*cd0;
// }
// else
// {
// disp += (w*cd1deltai)*cd1;
// }
// }
// else
// {
// // Use this for a hexagon/pentagon mesh
// disp += w*deltai;
// }
// Create a "square" displacement
if (mag(cd0deltai) > mag(cd1deltai))
{
disp += (w*cd0deltai)*cd0;
}
else
{
disp += (w*cd1deltai)*cd1;
}
}
else
{
// Use this for a hexagon/pentagon mesh
disp += w*deltai;
}
// // Sum the weights
// sumw += w;
// }
// else
// {
// FatalErrorInFunction
// << "Infinite triangle found in internal mesh"
// << exit(FatalError);
// }
// Sum the weights
sumw += w;
}
else
{
FatalErrorInFunction
<< "Infinite triangle found in internal mesh"
<< exit(FatalError);
}
// edgei++;
edgei++;
// } while (++ec != ecStart);
} while (++ec != ecStart);
// // Calculate the average displacement
// disp /= sumw;
// totalDisp += disp;
// totalDist += mag(disp);
// Calculate the average displacement
disp /= sumw;
totalDisp += disp;
totalDist += mag(disp);
// // Move the point by a fraction of the average displacement
// movePoint(vit, defVert0 + relaxation*disp);
// }
// }
// Move the point by a fraction of the average displacement
movePoint(vit, defVert0 + relaxation*disp);
}
}
// Info << "\nTotal displacement = " << totalDisp
// << " total distance = " << totalDist << endl;
Info << "\nTotal displacement = " << totalDisp
<< " total distance = " << totalDist << endl;
*/
}
/*
void Foam::CV2D::moveInternalPoints(const point2DField& newPoints)
{
label pointI = 0;
//void Foam::CV2D::moveInternalPoints(const point2DField& newPoints)
//{
// label pointI = 0;
// for
// (
// Triangulation::Finite_vertices_iterator vit = finite_vertices_begin();
// vit != finite_vertices_end();
// ++vit
// )
// {
// if (vit->internalPoint())
// {
// movePoint(vit, newPoints[pointI++]);
// }
// }
//}
for
(
Triangulation::Finite_vertices_iterator vit = finite_vertices_begin();
vit != finite_vertices_end();
++vit
)
{
if (vit->internalPoint())
{
movePoint(vit, newPoints[pointI++]);
}
}
}
*/
void Foam::CV2D::write() const
{